March 30, 2016

"Cheating is cheating"

Or, why THUD users in D3 don't deserve to be part of the botting ban wave in D3.


Diablo III: Reaper of Souls has a problem. Well, more than one problem, actually, but it has one big one about which Blizzard finally did something this week. Prior to this week, D3 was full of bots; earlier this week, Blizzard finally started suspending and closing the accounts of players that used them.

Rejoice! ye fans of fair play and enforcement of the rules! The Terms of Service are finally being treated like the rules they are, rather than mere guidelines.

Except for one teeny tiny little detail: bots aren't the only 3rd party programs that players have been using in conjunction with D3. They've also been using TurboHUD. And, yes, depending on how you read the ToS, THUD might well be an infringement of those same terms.

The result is a kind of witch hunt. Cheating is cheating! cry the morally upright posters on the D3 official fora: THUD users must also be banned!
Also please don't forget to ban all cheaters, including those who use a special overlay to get advantages others don't get. These advantages are pretty big in a timed leaderboard environment since your gaining the ability to see more of the map (prevents wasted time running into dead ends) see the mobs further out like elites (easier to target elites only) and be able to predict shrines! 
Or this one:
All cheaters deserve the worst that Blizz can throw at them.
And that is when I stepped out of my comfort zone a little, and made with a sporting analogy
In major league baseball, using a corked bat is cheating. If you're caught using one in a game, you can get ejected from that game, and maybe fined (player and/or team) and suspended (player) for an extra couple of games.
In major league baseball, using steroids is also cheating. If you're caught, your first offence gets you suspended for 10 games; a 2nd offence is worth 30 games; a 3rd is 60 games; a 4th is a full-year ban; and so on. Significantly stronger than the penalty for using a corked bat, right?
In major league baseball, betting on baseball is cheating. When Pete Rose was caught betting on baseball games, he was banned from competition -- initially for 1 year, but since he was later denied reinstatement, his punishment (for the first offence, remember) was effectively a lifetime ban. His career was over. Significantly stronger than the penalty for using steroids, right?
Lots of things are technically cheating in competitive activities, but all levels of cheating are not equivalent: they are not perceived the same way, and they are not punished the same way. The "cheating is cheating" argument totally ignores this simple fact, effectively equating bowling balls to tennis balls. Yes, they're both balls, but one is about 10 lbs. heavier than the other; they are not remotely equivalent, and can't be handled as if they are. 
Yes, using THUD can be called "cheating" -- depending on which of its features are enabled, it can give a modest competitive edge to those that use it, while playing, under certain circumstances. THUD is the corked bat of D3; it makes homers more likely, but it doesn't guarantee them, and you still have to be able to hit a curve ball. However, bots are/were/will be the steroids of D3: they literally play the game for you, making performance possible that no human being can ever match. A talented, dedicated player can compete against a THUD-user and prevail; that same player cannot keep pace with a bot, no matter how talented, dedicated, or hard-working the human may be. 
That is why botters definitely deserved bans, but THUD users probably don't. If Blizzard wants to decide that THUD infringes on the TOS, then that's fine: they should do so transparently, announce that they've done so, and give those who are using THUD a chance to stop voluntarily before they start swinging the ban hammer. The start of season 6 would be a great time to do this. But insisting that everyone who's ever used THUD must be banned for life now? That's just not reasonable. And I say that as someone with zero stake in it, either way.

"Windows 10 is off to the fastest adoption of any release ever"

Or, How to Lie with Statistics, Microsoft 2016 edition.

Microsoft has announced that Windows10 is now running on more than 270 million devices, something that Microsoft is calling this its fastest adoption rate ever. Like all great statistical lies, this one has just enough truth to be believable, while still managing to be completely, and I think deliberately, misleading.

Windows 10 is being given away for free [1], will be downloaded by your current version of Windows as a "recommended" update, i.e. automatically for most folks, at which point Windows will nag you to upgrade, and can even be pushed onto your system whether you agree to upgrade or not [2]. None of these things has ever been true of any previous version of Windows, all of which required that users either (a) buy at least an upgrade copy of the new OS at their own expense, or (b) buy a new PC which comes with the latest OS installed.

Microsoft is conflating two wildly different scenarios, basically claiming that they are the same thing, and that the "adoption rates" of Windows 10 can be compared to previous versions of the OS. This is entirely false, and Microsoft have to know that it's entirely false. And yet, they persist.

Microsoft are not alone in this fast and loose approach to facts in their public announcements, of course (I've come to regard corporate PR utterances, in general, as a source of truthiness, rather than as sources of truth), but I have to say that this particular bit of truthiness struck me as particularly ballsy. Considering how much coverage Microsoft has been getting for their aggressive (some would say overly so) push to switch the entire planet over to their current, walled-garden, UWP-controlled vision of personal computing's future, and how uncomfortable that's making some folks, me included, the fact that they would even pretend that 270 million customers have voluntarily just switched to Windows 10 seems, at the very least, disingenuous.

  1. It's "free" in the sense that Microsoft won't charge you any cash up front for it. It's not at all free, though, in the sense that Windows 10 comes with built-in "telemetry" features which harvest your valuable metadata and email it to various locations that Microsoft have selected; they have yet, to my knowledge, come clean about  (a) what data they're collecting, (b) where they're sending it, or (c) what they're doing with it, including potentially (d) who they're sharing it with. And they don't tell you any of this up front. And you can only turn telemetry off by installing a 3rd party application which will do the job for you. At this point, I basically consider Windows 10 to be malware, and have decided never to install it, unless and until Microsoft rectify these deficiencies. Seriously, I'll go Linux first, and I say that as someone who's very first PC (bought with my own money, anyway) was a Windows machine, and who's owned only Windows PCs since.
  2. Microsoft explained, of course, that the feature which made this possible was enabled "by mistake," but they didn't (e) explain why it's part of Windows 10 in the first place, (f) promise to remove it completely, or (g) promise never to include a similar feature in any future build of the OS. Windows 10 can be installed on your system remotely, by Microsoft's fiat, at any time that they decide that they're sick of you dragging your heels on the upgrade, and their entire response to the existence of this capability in their code is essentially to say that we should just trust them. Well... no. Sorry, but no.

March 29, 2016

Yes, VR has arrived. No, you don't need to buy one.

Maybe it's just me, but considering how effusive tech writers were about VR before its launch, their rather cautious reaction to the actual product feels a little like faint praise.
Take the Wall Street Journal, for example, whose Geoffrey A. Fowler had this to say about the Rift: "Oculus Rift is the 2016 product you hope your neighbor buys. You'll definitely want to try it, but there's little reason to own one unless you're a serious gamer."
That sentiment was echoed by Cnet, whose critic Sean Hollister wrote: "You simply must try the Oculus Rift. It's breathtaking. I just wouldn't buy one right now — and there's no reason you should feel the need to, either."
The Verge's Adi Robertson seemed to be more upbeat about the device: "The Rift is something I'd be happy to have in my living room. (...) The headset you can buy today is not Oculus' most ambitious vision for virtual reality — but it's a vision that Oculus has successfully delivered on."
So, much as I expected, the tech is very impressive in person... and also basically useless. Only the highest of high-end PC gamers will even have (or want) rigs that can even make use of the device, there aren't many games that even support the tech, none of them require VR to be playable, and none of them would be at all notable except for the VR. Oh, and the VR sickness issue? Still a problem:
Physical discomfort is the #1 biggest issue.
In order to experience the niftiness of VR, you’ve got to be willing to put up with some persistent low- and mid-grade physical discomfort. It starts with the headset, which is comfortable at first but after 20 or 30 minutes will begin to push into your face. It gets warmer over time, as well, and after playing for an hour or so I’m acutely aware of the fact that I have a heat-radiating piece of electronic gear strapped to my face.
Most Rift games are haunted by the specter of nausea, as well, though to varying degrees. Known as “Virtual Reality Sickness,” the nausea I felt was usually related to the fact that my eyes were telling my brain that I was moving through space while my inner ear was aware that I was actually sitting still. The studios making the Rift’s launch games have come up with a number of creative ways of combating VR sickness, but the fact remains that at any moment while playing any game, you might suddenly start feeling queasy.
[...]
It already feels pretty clear that the physical discomfort of VR remains the biggest thing holding this technology back. For now, you gotta want this stuff enough to put up with feeling queasy from time to time. That’s a big ask for most people.
Will I give VR a try, if someone else that I know buys one and invites me over? Sure. Do I have any intention of dropping $1500 on a new technology with no obvious practical application, little by way of unique frivolous applications, and a big dose of discomfort in the bargain? Not a chance.

It's early yet, and there's lots of big corporate money behind VR, so it's possible that things could still change, but some of the corporate interests currently pushing VR are the same companies that were telling us, in total seriousness, that we absolutely had to have 3D televisions in our living rooms... and just look how well that worked out. I have a sneaking suspicion that VR is closer to 3DTV than it is to the smartphone, on the transformative technology spectrum.

March 22, 2016

Yes, Virginia, it really is the last console generation

March started with Microsoft throwing in the console towel. It looks like it will end with Nintendo doing the same thing:
Nintendo will end production on its Wii U console sometime in 2016, according to a report from Japan's Nikkei. The console, which has sold poorly compared to its wildly successful predecessor, debuted in 2012. 
According to Nikkei's report, Nintendo has already stopped manufacturing certain Wii U accessories. The outlet, which has a good record of reporting on Nintendo's unannounced plans, reports that while Wii U hardware is being discontinued, a launch of the company's next platform — codenamed NX — is not guaranteed this year.
Nintendo plans to unveil its next-generation console sometime in 2016. The company launched its first mobile app, Miitomo, last week.
All I can say is that Nintendo's upcoming NX console had better be something really, really special.

Update:

Surprising nobody, Nintendo is now denying the Nikkei report:
A Nintendo spokesperson told Japanese site IT Media, “This isn’t an announcement from our company.” The spokesperson added, “From the next quarter and thereafter as well, production [of the Wii U] is scheduled to continue.”

While Nintendo is denying this latest Nikkei report, please remember that the paper has a good track record with Nintendo rumors.

On transformative technologies (and why VR won't be one for a long time)

What makes a technology transformative?

Even prior to the release of the first iPhone, publications like Wired couldn't stop talking about smartphones, and about how much we really, really wanted them, even if we didn't know it yet. No longer would we have to carry a whole lot of cumbersome devices around: a phone for calls, an MP3 player for music, a PDA for contact info and calendars, all of those would be rolled into a single device.

There was just one problem: early smartphones sucked. They were being made by companies that only made phones, that mainly sold them through cell phone carriers, they each used their own locked-down, proprietary OS and apps, and none of them did any of the things that we were supposed to want of them particularly well. All of them were approaching the problem as one of how to add extra functions to a phone, and they were all failing.

Then came Apple, and the first iPhone. and everything changed. Apple had never made a phone before, and those first iPhone models actually weren't very good phones, but Apple had realized something that all previous makers of not-so-smart phones had missed completely -- that the power of the smartphone concept didn't come from adding a limited selection of popular applications to a cell phone. No, the power of the smartphone concept came from adding the portability and telephonic capabilities of a phone to a small, powerful personal computer.

The iPhone was a Mac PC that could fit in your pocket -- a general-purpose computer that could do anything you wanted to (within the scope of its processor power and memory capacity), and would be connected to some form of signal all the time. It was game-changing; suddenly, everybody could see what a smartphone was supposed to look like, and everybody wanted one. This was a device that solved a whole bunch of existing problems, that was immediately useful to everyone that bought one, and that only became more useful over time as people thought of new ways that a PC could be useful if you could always have it on you.

Of course, not everyone could have an iPhone. Apple didn't want everyone to have iPhones; Apple has been about the high end for a long time now, about providing a high-priced premium product that people could lust after but that only a fortunate few would actually own. As a result, iPhones failed to transform society; even as people gushed about how wonderful they were, the reality remained that there simply weren't enough of them in circulation to change the way most of us lived our lives.

Enter the Android.

This is the point in our story where is becomes clear that Google had understood something that even Apple had failed to grasp: that the power of the smart phone wasn't in putting some of them in the hands of the wealthiest among us, leaving everyone else looking on in envy. No, the real power of the smartphone lay in putting one in the hands of every single one of us. Just like with the PC, smartphones could transform society completely... but only if anyone and everyone could access that power.

The iPhone was revolutionary, but it took Android to elevate the smartphone to truly transformative. Android is now the most-used OS on Earth; it's only only found on smartphones, but those phones are everywhere. Anyone and everyone now has a powerful PC in their pocket that can provide access to as much information as they could ever want, that can amplify their voices via social media, and that allows them to record every aspect of their lives for posterity. Every adult has a smartphone; every teenager has a smartphone; most seniors have smartphones; rich people have smartphones, but so do people in "inner city" communities.

Our relationship with law enforcement is completely different today than it was five years ago, and it's entirely because Android phones are everywhere, putting video-recording cameras everywhere, along with the connectivity necessary to get those videos out immediately. Our relationship with our elected officials has changed, because every waiter at every closed-door event has an Android phone which can get the word out about what's happening behind those closed doors. For good or ill, we now live in a society of constant surveillance -- but it's not just our governments that are watching. No, it's our fellow citizens.

In order for that to happen, though, smartphones need to be everywhere, which meant that everybody had to see the usefulness of the device itself, and not just the device's app store. Even Android phones weren't cheap; they were cheaper than iPhones, because Google wasn't trying to make money on the sales of the phones and could give away their patents and OS for free, but they still represented a significant expense to those first purchasers. In order to become ubiquitous, they had to provide immediate value for that sticker price; they had to solve problems that already existed, not merely make vague promises about what you might one day be able to do with a smartphone once you had one.

Not every technology qualifies.

Now compare the smartphone to the tablet. Back when Apple's iPad was first launched, Tech writers were all about how desktops and even laptops were suddenly dead, and how touch was our future. Microsoft was so convinced that they tried to turn all our desktops and laptops into touch-enabled app stores. And it flopped, miserably, because tablets simply don't do anything that we can't already do, and better, with existing devices.

A tablet can't replace a smartphone: it's too big to carry everywhere, and too big to serve as a good telephonic handset, but it's also too small to serve as a good productivity tool, its ergonomics are awful, and its interface is crude and imprecise compared to the mouse and keyboard setup that has dominated computing for decades. Tablets don't do anything useful outside of some very limited applications, tasks which don't call on you to do anything requiring much precision, and don't call on you to interact with the device for very long, but which also allow you to have free hands to carry and use the device -- because it's also too big to use with one hand.

Tablets are too expensive for most people to want to buy unless they're useful, and they're just not that useful. They're toys, not tools, and so they've failed to transform the way we work and live. Sales of desktops and laptops may not be as dizzyingly high as they once were, partly because the power of the hardware isn't increasing as quickly anymore and needs to be upgraded and replaced less often, but PCs aren't dead at all, and even Microsoft had to admit that, giving users their mouse-and-keyboard desktops back in Windows 10, after trying (and failing) to supplant them with touch interfaces in Windows 8.

Which brings us to VR...

... and a couple of very simple questions: What current problem do today's consumers have that VR will solve? What can you do with a VR headset that you can't do without one?

I've been racking my brain, and I can't think of anything. For all the gee-whiz impressiveness of Oculus Rift or HTC Vive, I can't think of a single thing that I'd be able to do with them, that I can't already do without them, and probably more comfortably and efficiently.

In order to be transformative, VR will need to become ubiquitous. Given how many huge corporations are competing for VR market share, it's only a matter of time before prices start to come down a bit, but this is a display technology, and the price of displays has always tended to come down slowly. It will be years before VR headsets are cheap enough that every family can afford to put one under the tree at XMas, let alone afford one for every man, woman, and child in that home. The cost is not prohibitive, but it's high enough that VR will have to provide some immediate, tangible benefit before it sees the kind of wide adoption that will enable it to become a transformative technology.

That's the problem that I see with VR -- tangible, immediate benefit simply isn't in the package. Makers of VR headsets have solved the display problem, finally managing to make headsets that are light enough to actually be worn by real human beings, and which can also fool our eyes, allowing the creation of huge, convincing VR spaces even though the tiny screens that you're looking at are only inches from your eyeballs. But they haven't solved the problem of VR sickness, when conflicting signals from your eyes and inner ears result in disorientation, dizziness, and eventually nausea. And they haven't figured out how we're going to navigate these virtual spaces, or interact with the objects inside them in any way besides the most clumsy.

The fact that Oculus Rift comes bundled with an XBox game pad is very revealing, an admission that you won't be able to do anything in VR that you can't already do in today's non-VR virtual environments. People have already provided for virtual desktops, as if you're going to spend hours working in VR, but nobody can spend hours in VR -- the most that anyone can mange is about an hour at a stretch, and with a good break in between VR sessions. This isn't just a matter of getting used to the technology, either, or of toughening up by repeatedly pushing your limts; VR sickness is caused by a fundamental flaw in the technology, i.e. that it can stimulate your eyes but not your inner ear's balance system. You're not going to spend your entire work day in VR, even if you make VR applications for a living, so how, exactly, can current VR technology function as a productivity tool?

Smartphones were transformative because they immediately solved problems that people already had, and quickly became useful for a wide range of additional uses. VR doesn't do anything you can't already do, and all of its future uses are basically science fiction at this point. Stephen Totilo wrote at Kotaku that our VR apathy was entirely understandable, and then went on to totally miss the point of why we're all so apathetic about VR. The problem is not that we haven't put on headsets ourselves; the problem is that we don't have any reason to put a headset on at all, and certainly not at $600+ a throw. VR isn't a tool, it's a toy, and for all its gee-whiz science fictioniness, it's not even a very good toy.

March 20, 2016

Welcome to the last console generation

I've suspected for some time that this generation of consoles would basically be the last. With the exception of the WiiU (a spectacular design failure of a rather unique kind, but that's a different topic), both of the major makers of gaming "consoles" decided not to make consoles this time out: instead, they both made media center PCs, which just happened to come with gamepads attached.

Microsoft were actually quite explicit about this, back when they first started marketing the XBox One: the focus was not on games, but rather on controlling all media consumption in your living room. Your XBOne would be able to "drive" any device you connected to it, including your XBox360, or even your PS3 or PS4. It would always be on; it would always be watching and listening, alert for anything which looked like an expressed desire that it spring into action. Kinect was a key part of the package, but second-hand games, or games as commodities period (rather than services)? Not part of the plan.

They back-pedalled very quickly, of course, but the damage was done: Sony's PS4 has far outsold XBOne. So it wasn't any surprise when Microsoft officially threw in the towel:
During a press event in San Francisco last week, Spencer said that the Universal Windows Platform, a common development platform that allows apps to run across PC, Xbox, tablets and smartphones, would be central to the company’s gaming strategy. “That is our focus going forward,” he told reporters. “Building out a complete gaming ecosystem for Universal Windows Applications.”
This is, he explained, the culmination of the company’s vision over the past year. In January 2015, Microsoft announced that it was bringing an Xbox app to Windows 10 PCs, allowing cross-platform play and a cohesive friends list across both platforms. Then, in November, the Xbox One was updated to be compatible with Windows 10, bringing a new interface and features to the console. In late-January, Microsoft chief executive Satya Nadella told attendees at the dotNet conference in Madrid that UWAs would be coming to Xbox One, but did not specify in what capacity.
Now it seems Microsoft’s plan is to shift the entire development model towards universal applications that run across PC and console – indeed any machine that’s compatible with the Universal Windows Platform. This could have radical implications for the console model, which so far has always been based on the idea that the hardware has to remain largely unchanged throughout the machine’s lifespan.
Here's the thing, though -- Sony's apparently not too far behind:
Sony is currently planning a new version of the PS4 with increased graphical power and games running at 4K resolution, developer sources tell Kotaku.
We don’t know whether current PS4 owners will be able to upgrade or if they will have to buy an entirely new device to benefit from this power boost, but from what we hear, Sony has started briefing developers.
Based on conversations with developers who have spoken with Sony, this ‘PS4.5’ will include an upgraded GPU both to support high-end 4K resolution for games and add more processing power that can enhance the games supported by PlayStation VR, the headset Sony will launch this spring. It’s unclear if ‘PS4.5’ is an official name or just a nickname that developers have been using. One developer jokingly called it the ‘PS4K’ while telling me about the device.
The core element of the console gaming experience is the console itself: the whole point is that the performance of the box isn't supposed to change. That was the key element that distinguishes a console from a PC as a gaming rig: PCs changed all the time, but consoles were stable.

But you know what: the PC part of that? It's changing, too -- to become more stable:
Intel has said that new technologies in chip manufacturing will favour better energy consumption over faster execution times – effectively calling an end to ‘Moore’s Law’, which successfully predicted the doubling of density in integrated circuits, and therefore speed, every two years. [...] The prognosis comes from William Holt, Intel’s Executive Vice President and General Manager of its Technology and Manufacturing Group, speaking at the International Solid State Circuits Conference in San Francisco, and discussing the new technologies – such as tunnelling transistors (or ‘Quantum tunnelling’) and spintronics – which will define the next stages of evolution in computing.
The cost of PC gaming isn't going to be an obstacle anymore -- a mid-range system of two years ago is still mid-range, and will still be mid-range two years from now. No wonder the PS4 and XBOne are trying to close some of that gap.

And all that's before we start looking at the issue of console exclusive titles (or, rather, the lack of them in gen8), the rise of mobile platforms like iOS and Android, and the resulting boom in cross-platform development. Games just aren't made exclusively for any one platform anymore, not unless the console maker is paying for development. 

And then there's VALVe. Gabe Newell was not at all happy with Microsoft's "walled garden" vision of how PC customers would buy and install programs, and has been hard at work developing  SteamOS (a.k.a. Linux) which could serve as an alternative to Windows. And Linux gamers have recently had a lot of help in building up their platform: AMD/Radeon and Intel/NVidia are also working hard to bring support for their hardware to Linux, and a quick filtering of Steam for SteamOS/Linux titles pulls up thousands of them.

Since the PS4 is also basically a media center PC (and also basically running on Linux), the announcement that Microsoft is basically throwing in the towel on the whole console model for gaming, in order to embrace PCs again, should mean the death of the console model for gaming. All that remains to be seen now is whether Sony's and VALVe's embrace of Unix/Linux and the current trend towards cross-platform development will actually be enough to kibosh Microsoft's attempt to take back control of PC gaming with UWP. 

It won't happen overnight (Sony only just stopped making Betamax tapes last year, so they'll likely keep making PS-branded boxes for a long time), but unless Nintendo's NX platform is something really revolutionary, it would seem that the PC model has emerged as the clearly dominant one for gaming... even in the living room.